; MANAGE HERE ALL THE MOD'S COMMANDS
// MAIN MENU
MAIN_MENU_COMMAND = /pub_menu
// COMMAND FOR SEE HOW MANY TIMES YOU'VE WON
RANK_COMMAND = /pubnite_rank
// COMMAND TO OPEN PLAYER'S LIST TO MAKE A TEAM
TEAM_COMMAND = /squad
// COMMAND TO GET OUT THE TEAM
OUT_TEAM_COMMAND = /team_off
// COMMAND FOR OPEN THE BAG
BAG_COMMAND = /bag
// COMMAND FOR OPEN THE TOP15 MOTD
TOP15_COMMAND = /top15_wins
// COMMAND FOR OPEN THE TOPVBUCKS MOTD
TOPVBUCKS_COMMAND = /top15_vbucks
// COMMAND FOR OPEN THE KNIFE SHOP MENU
KNIFE_SHOP_COMMAND = /kmodels
// COMMAND FOR OPEN THE PLAYER MODELS SHOP MENU
MODELS_SHOP_COMMAND = /pmodels
// COMMAND FOR TRANSFER VBUCKS TO ANOTHER PLAYER
GIVE_VBUCKS_COMMAND = /give_vbucks
; PUBNite Cvars Management
// The 'lobby' time before the round's starts. (seconds)
pubnite_freezetime "10"
// The delay time when the round has ended (seconds)
pubnite_newround_time "7"
// The delay between loby's freezetime end and the spawn weapons feature
pubnite_spawnweapons_time "3"
// AirDrop's drop time (in seconds)
pubnite_airdrop_time "90"
// How much a player must wait to help their mate's up (seconds)
pubnite_knock_helptime "6"
// Chug Jug use time (seconds)
pubnite_chugjug_time "15"
// Medkit use time (seconds)
pubnite_medkit_time "10"
// Medkit heal value
pubnite_medkit_health "60"
// Player's info hud
pubnite_players_info "1"
// Player's trail after plane's drop
pubnite_player_trail "0"
// Adds a effect to the teammate
pubnite_teammate_effect "1"
// Impulse grenade multiplier (power)
pubnite_impulsegrenade_multiplier "4.0"
// Impulse grenade radius
pubnite_impulsegrenade_radius "200.0"
// The delay for players be able to jump from the plane (seconds)
pubnite_plane_jump_delay "4"
// Alive players can hear dead players
pubnite_allow_voice "0"
// Parachute Fallsped
pubnite_parachute_fallsped "-250.0"
// RedZone Frames Per Second (Compression speed)
pubnite_redzone_fps "10"
// RedZone Compression delay
pubnite_redzone_seconds "15"
// SafeZone Delay Time
pubnite_redzone_wait_time "50"
// RedZone render ammount
pubnite_redzone_renderammount "300"
// Set game description info (Restart server to update)
pubnite_gamename_set_info "1"
// Game description info
pubnite_gamename_info "[PUBNite Mod]"
// Count when an admin is spectating a player
pubnite_spectating_count_admins "0"
// With this cvar enabled, the message 'X is now spectating you.' message will appear.
// OBS: If the 'pubnite_spectating_count_admins' is 0, the message will not display if the
// spectator is an admin.
pubnite_show_spectating_message "1"
// How many players is needed to start to create duos.
pubnite_min_players_to_duo "4"
// How many players is needed to start to create threesomes.
pubnite_min_players_to_threesome "10"
// How many players is needed to start to create squads.
pubnite_min_players_to_squad "16"
// Max players in a team
pubnite_max_players_in_team "4"
// The health that players gets when they're unknocked out.
pubnite_unknock_health "20"
// Show the damage given to the attacker
pubnite_show_attacker_damage "1"
// How many seconds a player needs to wait to open the supply box
pubnite_airdrop_delay "10"
// Block Kill command on console
pubnite_block_kill_cmd "1"
// Max supply boxes spawned per round
pubnite_max_supplybox_per_round "4"
// The name of the bot in the Terrorist team
pubnite_bot_name_t "[PUBNite - BOT TR]"
// The name of the bot in the Counter-Terrorist team
pubnite_bot_name_ct "[PUBNite - BOT CT]"
// Set weapons rarities
pubnite_set_rarities "1"
// The damage multiplier of GREY weapons
pubnite_grey_weapons_dmg_mult "0.4"
// The damage multiplier of GREEN weapons
pubnite_green_weapons_dmg_mult "0.55"
// The damage multiplier of BLUE weapons
pubnite_blue_weapons_dmg_mult "0.75"
// The damage multiplier of PURPLE weapons
pubnite_purple_weapons_dmg_mult "0.9"
// The damage multiplier of GOLD weapons
pubnite_gold_weapons_dmg_mult "1.1"
// How many items the user can carry without a bag
pubnite_nobag_max_items "4"
// How many items the user can carry with a bag level 1
pubnite_bag_level1_max_items "6"
// How many items the user can carry with a bag level 2
pubnite_bag_level2_max_items "9"
// How many items the user can carry with a bag level 3
pubnite_bag_level3_max_items "11"
// How many head hits the level1 helmet can take.
pubnite_level1_helmet_hits "2"
// How many head hits the level2 helmet can take.
pubnite_level2_helmet_hits "3"
// How many head hits the level3 helmet can take.
pubnite_level3_helmet_hits "5"
// Show teammates messages for spectating admins.
pubnite_show_matemessages_to_admin "1"
// The flag/s needed to be able to see the teammate messages
pubnite_show_matemessages_flag "b"
// Impulse impulses weapons and items too
pubnite_impulse_items "1"
// How many rounds until votemap starts
pubnite_votemap_rounds "20"
// The countdown value until the votemap menu shows up.
pubnite_votemap_countdown_time "7"
// Mininum number of players to start the votemap.
pubnite_votemap_min_players "8"
// How many seconds to end the votemap
pubnite_votemap_vote_delay "15"
// The wall LIFE
pubnite_wall_life "1000.0"
// How much health it'll take every second from the wall
pubnite_wall_life_to_take "50"
// Set glow color to the wall depending of it's health
pubnite_wall_life_glow "1"
// How many items the chest is avaliable to create
pubnite_max_items_on_chest "2"
// Controls how players will use the parachute
// [0 = automatically open | 1 = Press E to open/close]
// OBS: When you use the guspe, you can control the parachute
// Any style has a safe-time that opens the parachute automatically
// so nobody could die by fall damage anymore.
pubnite_parachute_type "0"
// The blood color
pubnite_blood_color "255"
// Min bullets on the RPG item (per magazine)
pubnite_rpg_minbullets "1"
// Bp ammo value
pubnite_rpg_bullets "15"
// The RPG's rocket velocity
pubnite_rpg_rocket_velocity "750"
// Allow players use RPG + another primary weapon
pubnite_rpg_support_weapon "0"
// How many jumps player needs to do for use the jetpack
pubnite_jetpack_minjumps "2"
// How many jumps each jetpack has
pubnite_jetpack_maxjumps "15"
// The impulse velocity
pubnite_jetpack_impulse "400.0"
// The impulse velocity
pubnite_launchpad_jumpspeed "1200.0"
// The launch pad life
pubnite_launchpad_maxjumps "5"
// How many extra parachute
pubnite_glider_life "5"
// Take damage from teammates
pubnite_teammate_damage "0"
// How much vbucks the winner(s) will get
pubnite_win_vbucks "100"
// How much vbucks the player will receive for the headshot kill
pubnite_headshot_vbucks "50"
// How much vbucks the player will receive for the normal kill
pubnite_kill_Vbucks "25"
// How much vbucks the player will receive for finalize the enemy
pubnite_finalize_vbucks "15"
// The delay for give the suicide kill to the most damager.
pubnite_last_damage_delay "10"
// How many seconds each player can use a vehicle (in seconds)
pubnite_vehicle_time_limit "10"
// The radius of the turret
pubnite_health_turret_radius "225.0"
// The ammount of health healed
pubnite_health_turret_health "3"
// How many seconds until the death of the turret
pubnite_health_turret_life "15"
// How many bullets on the Grappler
pubnite_grappler_bullets "20"
// The max distance that the player can hit with the Grappler
pubnite_grappler_distance "1250.0"
; MANAGE HERE ALL THE AVALIABLE PUBNite ITEMS
; Formats:
;================================
; ITEM_ENABLED = 0/1
; ITEM_MODEL = model name
; ITEM_ID = number (The mod will know what's the item by it's ID)
; ITEM_LEVEL = Level's item
; ================= KEVLAR DATA =================
; ================= KEVLAR LET THE VICTIM RECEIVE LESS DAMAGE THAN NORMALLY =================
KEVLAR_ENABLED = 1
KEVLAR_LV1_MODEL = models/pubg/itens/kevlar_lv1.mdl
KEVLAR_LV1_ID = 0
KEVLAR_LV1_LEVEL = 1
KEVLAR_LV2_AMMOUNT = 1
KEVLAR_LV2_MODEL = models/pubg/itens/kevlar_lv2.mdl
KEVLAR_LV2_ID = 1
KEVLAR_LV2_LEVEL = 2
KEVLAR_LV3_MODEL = models/pubg/itens/kevlar_lv3.mdl
KEVLAR_LV3_ID = 2
KEVLAR_LV3_LEVEL = 3
; ================= MEDKIT DATA =================
; ================= MEDKIT GIVES THE PLAYER MORE HEALTH, PRESS [E] TO USE =================
MEDKIT_ENABLED = 1
MEDKIT_MODEL = models/pubg/itens/w_medkit.mdl
MEDKIT_ID = 3
; ================= HELMET DATA =================
; ================= THE HELMET DIVIDE THE HEADSHOT DAMAGE BY 3X =================
HELMET_ENABLED = 1
HELMET_LV1_MODEL = models/pubg/itens/helmet_lv1.mdl
HELMET_LV1_ID = 4
HELMET_LV1_LEVEL = 1
HELMET_LV2_MODEL = models/pubg/itens/helmet_lv2.mdl
HELMET_LV2_ID = 5
HELMET_LV2_LEVEL = 2
HELMET_LV3_MODEL = models/pubg/itens/helmet_lv3.mdl
HELMET_LV3_ID = 6
HELMET_LV3_LEVEL = 3
; ================= BAG DATA =================
; ================= YOU CAN CARRY MORE ITEMS THAN NORMALLY =================
BAG_ENABLED = 1
BAG_LV1_MODEL = models/pubg/itens/backpack_lv1.mdl
BAG_LV1_ID = 7
BAG_LV1_LEVEL = 1
BAG_LV2_MODEL = models/pubg/itens/backpack_lv2.mdl
BAG_LV2_ID = 8
BAG_LV2_LEVEL = 2
BAG_LV3_MODEL = models/pubg/itens/backpack_lv3.mdl
BAG_LV3_ID = 9
BAG_LV3_LEVEL = 3
; ================= IMPULSE GRENADE DATA =================
; ================= IMPULSES THE PLAYER WITH THE EXPLOSION =================
IMPULSE_ENABLED = 1
IMPULSE_MODEL = models/pubg/itens/w_impulse.mdl
IMPULSE_ID = 10
; ================= GUSPE DATA =================
; ================= TELETRANSPORT PLAYER TO THE HIGHEST POINT, PRESS [G] WITH THE KNIFE IN HANDS TO USE =================
GUSPE_ENABLED = 1
GUSPE_MODEL = models/pubg/itens/guspemodel.mdl
GUSPE_ID = 11
; ================= CHUG JUG DATA =================
; ================= GIVES YOU FULL HEALTH AND LV3 ARMOR, PRESS [R] WITH KNIFE IN HANDS TO USE =================
CHUG_JUG_ENABLED = 1
CHUG_JUG_MODEL = models/pubg/itens/chugjug.mdl
CHUG_JUG_ID = 12
; ================= WALL DATA =================
; ================= IT CREATED A SOLID WALL FOR X SECONDS THAT PROTECTS YOU FROM BULLETS =================
WALL_ENABLED = 1
WALL_MODEL = models/pubg/itens/bricks.mdl
WALL_ID = 13
[Boss]
KNIFE_PRICE = 500
KNIFE_VIEW_MODEL = models/pubg/knifes/v_boss.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_boss.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/axe_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Katana]
KNIFE_PRICE = 800
KNIFE_VIEW_MODEL = models/pubg/knifes/v_katana.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_katana.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/katana_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/katana_hitwall1.wav
KNIFE_SLASH1_SOUND = pubg/weapons/katana_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/katana_slash1.wav
KNIFE_STAB_SOUND = pubg/weapons/katana_stab.wav
[Crow9]
KNIFE_PRICE = 250
KNIFE_VIEW_MODEL = models/pubg/knifes/v_crow9.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_crow9.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/crow9_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/crow9_hitwall1.wav
KNIFE_SLASH1_SOUND = pubg/weapons/crow9_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/crow9_slash1.wav
KNIFE_STAB_SOUND = pubg/weapons/crow9_stab.wav
[Crow Hammer]
KNIFE_PRICE = 300
KNIFE_VIEW_MODEL = models/pubg/knifes/v_crowhammer.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_crowhammer.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/thanatos_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Hammer Legos]
KNIFE_PRICE = 500
KNIFE_VIEW_MODEL = models/pubg/knifes/v_hammerlegos.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_hammerlegos.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/thanatos_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Knife Wolf]
KNIFE_PRICE = 500
KNIFE_VIEW_MODEL = models/pubg/knifes/v_knifewolf.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_knifewolf.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/thanatos_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Kosa Dragon]
KNIFE_PRICE = 400
KNIFE_VIEW_MODEL = models/pubg/knifes/v_kosadragon.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_kosadragon.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/thanatos_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Kosa Thanatos]
KNIFE_PRICE = 900
KNIFE_VIEW_MODEL = models/pubg/knifes/v_kosathanatos.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_kosathanatos.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/axe_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Paladin]
KNIFE_PRICE = 700
KNIFE_VIEW_MODEL = models/pubg/knifes/v_paladin.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_paladin.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/axe_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Vulcan]
KNIFE_PRICE = 750
KNIFE_VIEW_MODEL = models/pubg/knifes/v_vulcan.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_vulcan.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/axe_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Safyra Thanatos]
KNIFE_PRICE = 1000
KNIFE_VIEW_MODEL = models/pubg/knifes/v_safyrathanatos.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_safyrathanatos.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/axe_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Thanatos Violeta]
KNIFE_PRICE = 900
KNIFE_VIEW_MODEL = models/pubg/knifes/v_violetathanatos.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_violetathanatos.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/axe_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Green Thanatos]
KNIFE_PRICE = 850
KNIFE_VIEW_MODEL = models/pubg/knifes/v_greenthanatos.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_greenthanatos.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/axe_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Gold Wolverine]
KNIFE_PRICE = 550
KNIFE_VIEW_MODEL = models/pubg/knifes/v_goldwolverine.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_goldwolverine.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/wolverine_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/wolverine_hitwall1.wav
KNIFE_SLASH1_SOUND = pubg/weapons/wolverine_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/wolverine_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/wolverine_stab.wav
[Skull Axe]
KNIFE_PRICE = 725
KNIFE_VIEW_MODEL = models/pubg/knifes/v_skullaxe.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_skullaxe.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/thanatos_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[Dual Katana]
KNIFE_PRICE = 780
KNIFE_VIEW_MODEL = models/pubg/knifes/v_dualkatana.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_dualkatana.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/katana_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/katana_hitwall1.wav
KNIFE_SLASH1_SOUND = pubg/weapons/katana_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/katana_slash1.wav
KNIFE_STAB_SOUND = pubg/weapons/katana_stab.wav
[Red Katana]
KNIFE_PRICE = 800
KNIFE_VIEW_MODEL = models/pubg/knifes/v_redkatana.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_redkatana.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/katana_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/katana_hitwall1.wav
KNIFE_SLASH1_SOUND = pubg/weapons/katana_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/katana_slash1.wav
KNIFE_STAB_SOUND = pubg/weapons/katana_stab.wav
[Yellow Katana]
KNIFE_PRICE = 800
KNIFE_VIEW_MODEL = models/pubg/knifes/v_yellowkatana.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_yellowkatana.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/katana_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/katana_hitwall1.wav
KNIFE_SLASH1_SOUND = pubg/weapons/katana_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/katana_slash1.wav
KNIFE_STAB_SOUND = pubg/weapons/katana_stab.wav
[V2 Thanatos Skull]
KNIFE_PRICE = 1000
KNIFE_VIEW_MODEL = models/pubg/knifes/v_v2skullthanatos.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_v2skullthanatos.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/axe_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[V2 Thanatos Fire]
KNIFE_PRICE = 1000
KNIFE_VIEW_MODEL = models/pubg/knifes/v_v2thanatosfire.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_v2thanatosfire.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/axe_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
[V2 Thanatos Green]
KNIFE_PRICE = 800
KNIFE_VIEW_MODEL = models/pubg/knifes/v_v2thanatosgreen.mdl
KNIFE_PLAYER_MODEL = models/pubg/knifes/p_v2thanatosgreen.mdl
KNIFE_DEPLOY_SOUND = pubg/weapons/axe_deploy.wav
KNIFE_HITWALL1_SOUND = pubg/weapons/thanatos_hitwall1_2.wav
KNIFE_SLASH1_SOUND = pubg/weapons/thanatos_slash1.wav
KNIFE_SLASH2_SOUND = pubg/weapons/thanatos_slash2.wav
KNIFE_STAB_SOUND = pubg/weapons/thanatos_stab.wav
; PUBNite players skin shop list
; Format:
; "SKIN DISPLAY NAME" "MODEL NAME" "PRICE"
"Naruto" naruto" "1250"
"Mistica" "mistica" "1000"
"Jeniffer" "jeniffer" "1000"
"Jason" "jason" "500"
"Coringa" "coringa" "900"
"Mikus" "miku" "800"
"Sonic" "sonic" "1500"
"Darth Vader" "darthvader" "900"
"Goku" "goku" "1300"
"Gato Shrek" "gatoshrek" "1350"
"Sasuke" "sasuke" "1100"
"Sub-Zero" "subzero" "500"
"Homem Aranha" "homemaranha" "1500"
"Homem de Ferro" "ironman" "1500"
"Assassino" "assassino" "400"
"Capitao America" "capitaoamerica" "2000"
"Wolverine" "wolverine" "1500"
"Banana" "banana" "1550"
"Batman" "batman" "1050"
"Grito" "grito" "550"
"Terminator" "terminator" "300"
"Assassin's Creed" "assassinscreed" "950"
"Soldado Hydra" "soldadohydra" "250"
"Thanos" "thanos" "2500"
; RESOURCES MANAGEMENT
// PLANE THAT TRANSPORT PLAYERS
PLANE_MODEL = models/pubg/resources/pubg_bus.mdl
// THE AIRDROP BOX MODEL
AIRDROP_BOX_MODEL = models/pubg/resources/pubg_supply.mdl
// PLAYER PARACHUTE MODEL
PLAYER_PARACHUTE_MODEL = models/pubg/resources/pubg_user_parachute.mdl
// IMPULSE GRENADE V MODEL
IMPULSE_GRENADE_VIEW_MODEL = models/pubg/itens/v_impulse.mdl
// IMPULSE GRENADE W MODEL
IMPULSE_GRENADE_PLAYER_MODEL = models/pubg/itens/p_impulse.mdl
// CHEST MODEL
CHEST_MODEL = models/pubg/resources/pubg_chest.mdl
// WALL MODEL
WALL_MODEL = models/pubg/resources/pubg_wall.mdl
; MANAGE HERE ALL THE EFFECTS SOUNDS
// SOUND WHEN SOMEONE PICKED UP A KEVLAR
PICKUP_KEVLAR_SOUND = items/ammopickup2.wav
// SOUND WHEN SOMEONE PICKED UP AN/A ITEM/WEAPON
PICKUP_ITEM_SOUND = items/gunpickup2.wav
// SOUND THAT PLAYERS TO THE VICTIM WHEN HE'S HIT
DAMAGE_PAIN_SOUND = pubg/effects/damage_pain.wav
// SOUND WHEN SOMEONE HAS HIT A PLAYER WITH ARMOR
ARMOR_HIT_SOUND = pubg/effects/armorhit.wav
// PLANE SOUND
TRANSPORTER_SOUND = pubg/effects/transporter_sound.wav
// HELMET HS HIT SOUND
HELMET_HS_SOUND = pubg/effects/helmet_hit.wav
// SOUND WHEN THE PLAYER DROP FROM THE PLANE
TRANSPORTER_DROP_SOUND = pubg/effects/plane_drop_sound.wav
// SKYDIVE SOUND
SKYDIVE_SOUND = pubg/effects/skydive.wav
// IMPULSE GRENADE EXPLOSION SOUND
IMPULSE_GRENADE_SOUND = pubg/effects/impulse_sound.wav
// SOUND WHEN THE PLAYER IS USING THE MEDKIT
USING_MEDKIT_SOUND = pubg/effects/using_medkit.wav
// SOUND WHEN A TEAMMATE HAS BEEN KNOCKED OUT
TEAMMATE_KNOCKED_SOUND = pubg/effects/mate_knocked.wav
// SOUND WHEN THE PLAYER HAS DIED
DEATH_SOUND = pubg/effects/deathsound.wav
// GUSPE SOUND
GUSPE_SOUND = pubg/effects/guspe.wav
// SOUND WHEN THE SUPPLY BOX TOUCHES THE GROUND (CLOSE)
SUPPLY_LAND_CLOSE_SOUND = pubg/effects/supply_land_close.wav
// SOUND WHEN THE SUPPLY BOX TOUCHES THE GROUND (FAR)
SUPPLY_LAND_FAR_SOUND = pubg/effects/supply_land_far.wav
// SOUND WHEN THE SUPPLY BOX SPAWNS
SUPPLY_SPAWN_SOUND = pubg/effects/supply_spawn.wav
// SOUND THAT THE SUPPLY BOX PLAYS WHEN IT'S LANDING
SUPPLY_LANDING_SOUND = pubg/effects/supply_landing.wav
// SOUND THAT THE SUPPLY BOX PLAY WHEN IT'S OPENING
SUPPLY_OPENING_SOUND = pubg/effects/supply_opening.wav
// SOUND THAT THE SUPPLY BOX PLAY WHEN IT'S OPENED
SUPPLY_OPENED_SOUND = pubg/effects/supply_opened.wav
// SOUND WHEN YOU START HELPING YOUR MATE
UNKNOCKING_MATE_SOUND = pubg/effects/unknocking_mate.wav
// SOUND WHEN YOU UNKNOCK YOUR TEAMMATE
MATE_UNKNOCKED_SOUND = pubg/effects/mate_unknocked.wav
// SOUND THAT PLAYS WHEN YOU HIT SOMEONE'S HEAD
CRITICAL_HIT_SOUND = pubg/effects/critical_hit.wav
// SOUND THAT PLAYS WHEN YOU KNOCK DOWN SOMEONE
KNOCKED_AN_ENEMY_SOUND = pubg/effects/knocked_an_enemy.wav
// SOUND THAT PLAYS WHEN YOU TOUCH THE GROUND AFTER THE PLANE'S DROP
PARACHUTE_LAND_SOUND = pubg/effects/parachute_land.wav
// SOUND THAT PLAYS WHEN YOU KILL SOMEONE WITH HEADSHOT
CRITICAL_KILL_SOUND = pubg/effects/critical_kill.wav
// SOUND WHEN YOU OPEN YOUR PARACHUTE
PARACHUTE_OPEN_SOUND = pubg/effects/parachute_open.wav
// SOUND WHEN SOMEONE HAS USED THE GUSPE
GUSPE_ALERT_SOUND = pubg/effects/guspe_alert.wav
// SOUND THAT PLAYS WHEN YOUR TEAMMATE DROPS FROM THE PLANE
TEAMMATE_DROPPED_SOUND = pubg/effects/teammate_drop.wav
// SOUND THAT ALERT SOME INFO
RADIO_ALERT_SOUND = pubg/effects/radio_alert.wav
// LOCKED SOUND
LOCKED_SOUND = pubg/effects/locked_sound.wav
// CHUG JUG SOUND
CHUG_JUG_SOUND = pubg/effects/chugjug.wav
// SOUND OF THE CHEST
CHEST_LOOP_SOUND = pubg/effects/chest_loop.wav
// CHEST_OPENED
CHEST_OPENED_SOUND = pubg/effects/chest_opened.wav
// SOUND OF THE PLAYER OPENING A RESOURCE
SEARCHING_SOUND = pubg/effects/searching_resource.wav
// SOUND WHEN SOMEONE SAY THANKS TO THE DRIVER
THANKS_SOUND = pubg/effects/thanks_to_the_driver.wav
// SOUND THAT A PLAYER HEAR WHEN THEY GET A MESSAGE FROM THEIR DUOS
MATE_MESSAGE_SOUND = pubg/effects/mate_message.wav
// SOUND WHEN THE WALL ITEM IS CREATED
WALL_CREATED_SOUND = pubg/effects/wall_created.wav
// SOUND WHEN THE WALL ITEM IS DAMAGED
WALL_HIT_SOUND = pubg/effects/wall_hit.wav
// SOUND WHEN THE WALL ITEM IS DESTROYED
WALL_DESTROYED_SOUND = pubg/effects/wall_destroyed.wav
// Beep effects that players when there are more than 3 seconds left on the countdown
COUNTDOWN_EFFECT_BEEPS_SOUND = pubg/effects/countdown_beeps.wav
// Beep effects that players when there are less than 3 seconds left on the countdown
COUNTDOWN_EFFECT_MARIO_SOUND = pubg/effects/mario_countdown.wav
// SOUND THAT PLAYS WHEN YOU CHANGE THE VOICE MODE
VOICE_CHANGE_MODE_SOUND = buttons/lightswitch2.wav
; WEAPONS MODELS MANAGEMENT
; LEAVE IT EMPTY FOR DEFAULT MODEL
weapon_ak47 28 =
weapon_m4a1 22 =
weapon_famas 15 =
weapon_scout 3 =
weapon_mp5navy 19 =
weapon_ump45 12 =
weapon_m3 21 =
weapon_xm1014 5 =
weapon_aug 8 =
weapon_sg552 27 =
weapon_deagle 26 =
weapon_usp 16 =
weapon_hegrenade 4 =
weapon_flashbang 25 =
; WEAPON NAMES MANAGEMENT
AK47 = AKM
M4A1 = M416
FAMAS = Famas
SCOUT = Kar98K
MP5NAVY = MP5
UMP45 = UMP
M3 = M3
XM1014 = XM1014
AUG = AUG
SG552 = Sg552
DEAGLE = Deagle
USP = Usp
HEGRENADE = Frag Grenade
M249 = M249
AWP = AWM
P90 = RPG
sound/pubg/round/winsound1.mp3
sound/pubg/round/winsound2.mp3
sound/pubg/round/winsound3.mp3
sound/pubg/round/winsound4.mp3
sound/pubg/round/winsound5.mp3
sound/pubg/round/winsound6.mp3
sound/pubg/round/winsound7.mp3
sound/pubg/round/winsound8.mp3
sound/pubg/round/winsound9.mp3
sound/pubg/round/winsound10.mp3
sound/pubg/round/winsound11.mp3
sound/pubg/round/winsound12.mp3
sound/pubg/round/winsound13.mp3
sound/pubg/round/winsound14.mp3
sound/pubg/round/winsound15.mp3
sound/pubg/round/winsound16.mp3
sound/pubg/round/winsound17.mp3
sound/pubg/round/winsound18.mp3
; Auto Generate
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656 -831 52
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399 -9 -125
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; Auto Generate
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175 352 -213
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2 27 -347
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299 191 -105
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; Auto Generate
1335.9 179.6 279.9 -0.1 -131.9 0.0 -200.3 -223.2 -2.0 9.5
1335.9 179.6 279.9 -0.1 -141.7 0.0 -235.7 -185.5 -1.7 9.1
1379.9 188.1 297.5 -0.6 -172.0 0.0 -296.9 -41.4 -10.6 7.3
-385.7 410.3 241.2 -0.1 -90.3 0.0 -1.8 -299.9 -3.1 7.8
-394.9 380.4 309.9 -0.7 -43.5 0.0 217.4 -206.3 -11.8 8.6
444.7 -1750.8 327.6 -0.5 91.0 0.0 -5.2 299.8 -8.3 7.5
444.7 -1750.8 327.6 -0.0 72.0 0.0 92.5 285.3 -1.2 7.9
444.7 -1750.8 327.6 0.4 117.2 0.0 -137.1 266.7 6.8 8.5
#if defined _pubnite_mod_included
#endinput
#endif
#define _pubnite_mod_included
#if !defined pev
#include <fakemeta>
#endif
#define MAX_PLAYERS_PER_TEAM 16
#if !defined MAX_PLAYERS
#define MAX_PLAYERS 32
#endif
#if !defined MAX_MODEL_LENGTH
#define MAX_MODEL_LENGTH 64
#endif
stock const g_szFVaultSave[] = "PUBNite_Wins"
stock const g_szFVaultVBucks[] = "PUBNite_VBucks"
/**
* change the player origin X units forward
*/
stock originUnitsAhead(id, Float:fOrigin[3], iUnits)
{
new Float:fForward[3]
pev(id, pev_v_angle, fForward)
pev(id, pev_origin, fOrigin)
engfunc(EngFunc_MakeVectors, fForward)
global_get(glb_v_forward, fForward)
fOrigin[0] += fForward[0] * iUnits
fOrigin[1] += fForward[1] * iUnits
}
stock bool:isInvalidPlace(Float:fOrigin[3], id)
{
return bool:(!isValidOrigin(fOrigin) || pev(id, pev_waterlevel) > 0)
}
stock bool:isValidOrigin(const Float:fOrigin[3], iHull = HULL_HUMAN, iFlag = IGNORE_MONSTERS, id = 0)
{
new HandleTraceHull
if(engfunc(EngFunc_PointContents, fOrigin) == CONTENTS_EMPTY)
{
engfunc(EngFunc_TraceHull, fOrigin, fOrigin, iFlag, iHull, id, HandleTraceHull)
if(get_tr2(HandleTraceHull, TR_InOpen) && !(get_tr2(HandleTraceHull, TR_StartSolid) || get_tr2(HandleTraceHull, TR_AllSolid)))
{
return true
}
}
return false
}
enum _:rRarity
{
RARITY_NONE,
RARITY_GREY,
RARITY_GREEN,
RARITY_BLUE,
RARITY_PURPLE,
RARITY_GOLD
}
enum cCommandsData
{
cRank,
cTeam,
cGetoutTeam,
cBag,
cMainMenu,
cTop15,
cTopVBucks,
cModelsShop,
cKnifeShop,
cGiveVBucks
}
/**
* Pass the winner(s) ID
* @iWinners all avaliable winners' ID
* @iWinnersNum how many players won
*/
forward pubnite_winner(iWinners[], iWinnersNum)
/**
* Called when a player is knocked out
* @iAttacker Knocker ID
* @iVictim Victim ID
* @iWeaponID Weapon used to knock the victim
*/
forward client_KnockedOut(iAttacker, iVictim, iWeaponID)
/**
* Executed when a team is either cancelled or all players are dead.
* @iTeamID The teamID.
*/
forward pubnite_TeamEliminated(iTeamID)
/**
* Executed when the round has started
* @iPlayersNum Pass how many players are playing.
* @iSoloNum How many solos.
* @iTeamNum How many trio/squads.
*/
forward pubnite_roundStarted(iPlayersNum, iSoloNum, iTeamNum)
/**
* Executed when a customized item is created
* @iEntityID the entity ID
* @iCustomItemID the custom item ID
*/
forward pubnite_customitem_created(iEntityID, iCustomItemID)
/**
* Executed when a customized item is picked up
* @iPlayer player's id
* @iEntityID the entity ID
* @iCustomItemID the custom item ID
* @iCustomItemLife the custom item life
* @bUseButtonPressed checks if the item has been got by pressing E button
*/
forward pubnite_customitem_pickedup(iPlayer, iEntityID, iCustomItemID, iCustomItemLife, bUseButtonPressed)
/**
* Executed when a customized item is dropped
* @iPlayer the player ID
* @iCustomItemID the custom item ID
*/
forward pubnite_customitem_dropped(iPlayer, iCustomItemID)
/**
* Executed when a customized item is used by the bag menu
* @iPlayer the player ID
* @iCustomItemID the custom item ID
*/
forward pubnite_customitem_used(iPlayer, iCustomItemID)
/**
* Executed when the player jump from the bus
* @iPlayer the player ID
*/
forward pubnite_player_busdrop(iPlayer)
/**
* Executed when the player lands (after jumping from the bus)
* @iPlayer the player ID
*/
forward pubnite_player_land(iPlayer)
/**
* Executed when a customized weapon is dropped
* NOTE: If you're using a customized weapon which uses a determined weapon
* that forward will be executed when you're picking another weapon from the same slot.
* @iPlayer the player ID
* @iWeaponID the weapon ID
*/
forward pubnite_noregistered_weapon(iPlayer, iWeaponID)
/**
* Checks if the user is outside the safe zone
*@id the id of the user to check if he's in the redzone
*/
native pubnite_is_in_redzone(id)
/**
* Checks if the user is knocked out
*@id the id of the user to check if he's knocked out.
*/
native pubnite_is_knockedout(id)
/*
* gets the redzone compression level
*/
native pubnite_get_redzone_level()
/**
* Checks if the attacker and the victim are teammates
* @iAttacker the id of the attacker
* @iVictim the id of the victim
*/
native pubnite_is_teammate(iAttacker, iVictim)
/**
* Gets the win ammount of the player
* @id the id of the player to check
* @iWinType (0 = Solo wins | 1 = Duo Wins | 2 = Trio/Squad Wins | 3 = All Types)
*/
native pubnite_get_user_wins(id, iWinType)
/**
* Set/Take victories from a player
*@id the id of the user to take/give.
*@iWins the value to take/give
*@iWinType (0 = Solo wins | 1 = Duo Wins | 2 = Trio/Squad Wins)
*/
native pubnite_set_user_wins(id, iWins, iWinType)
/**
* Checks if the user is in a team and return it's ID
*@id the id of the user to check if he's in a team
*/
native pubnite_get_user_team(id)
/**
* Set a new team to target(s)
*@id the id of the user to change the team
*@iNewTeam new team id
*@bSetTeammatesToo if you want the teammates of the @id follow the same teamid as well.
*/
native pubnite_set_user_team(id, iNewTeam, bool:bSetTeammatesToo)
/**
* Checks if is in the countdown.
*/
native pubnite_is_in_countdown()
/**
* Get player knocker's ID
*/
native pubnite_get_knockerid(id)
/**
* Return how many players a team has.
* @iTeam TeamID to check
*/
native pubnite_players_remaining(iTeam, bool:bCheckAlive)
/**
* Checks if an origin is inside safe zone
* @fOriginX fOrigin[0]
* @fOriginY fOrigin[1]
*/
native pubnite_origin_inside_redzone(Float:fOriginX, Float:fOriginY)
/**
* Return how many solo/teams is remaining
* @iCheckSoloPlayers (0 = Check only solo players | 1 = check teams left)
* @bCheckAlivesOnly true or false to return only alive/dead players
*/
native pubnite_teamsLeft(iCheckSoloPlayers, bool:bCheckAlivesOnly)
/**
* Return how many seconds to the redzone exec
*/
native pubnite_get_zone_time()
/** Gives the mod's command string
* @cCommand all avaliable commands, check the top to see which are they.
* @szString string with the command string
*/
native pubnite_get_command(cCommandsData:cCommand, szString[MAX_PLAYERS])
/**
* Checks if the ID passed is a customized item
* @iCustomItemID the customized ID to check
*/
native pubnite_is_customitem(iCustomItemID)
/**
* Checks if the player has a determined custom item
* @iPlayer the player id
* @iCustomItemID the custom item id to check
*/
native pubnite_has_customitem(id, iCustomItemID)
/** Return a customized item data
* @iCustomItem the customized item you want to get
* @iParamItemID the customized item's ID
* @iParamItemRarity the customized item's rarity
* @szParamItemModel the customized item's w_ model
*/
native pubnite_get_customitem_data(iCustomItem, &iParamItemID, &iParamItemRarity, szParamItemModel[MAX_MODEL_LENGTH])
/** Return how many customized items has been created
*/
native pubnite_get_customitem_num()
/** Return a customized item ID only
* @iCustomItem which customized item you want to return
* @iCustomItemID the custom item ID
*/
native pubnite_get_customitem_id(iCustomItem, &iCustomItemID)
/** Return a customized item information
* @iCustomItem which customized item you want to return
* @iCustomItemID the ID of the returned item
* @szCustomItemName the name of the returned item
*/
native pubnite_get_customitem(iCustomItem, &iCustomItemID, szCustomItemName[MAX_PLAYERS])
/** Register a customized item
* @szCustomItemName the customized item display name
* @szCustomItemModel the customized item model
* @iCustomItemRarity the rarity
* @iCustomItemLife the life
* @szCustomItemFunc the customized item function that returns if the user has the item
*/
native pubnite_register_customitem(szCustomItemName[MAX_PLAYERS], szCustomItemModel[MAX_MODEL_LENGTH], iCustomItemRarity, iCustomItemLife, szCustomItemFunc[MAX_PLAYERS])
/** Return a customized item ID by it's name
* @szCustomItemName the name to check
*/
native pubnite_customitemid_by_name(szCustomItemName[MAX_PLAYERS])
/** Return a customized item name by it's ID
* @iCustomItemID the id to check
* @szCustomItemName the string to save the name
*/
native pubnite_customitemname_by_id(iCustomItemID, szCustomItemName[MAX_PLAYERS])
/** Return a customized item rarity by it's ID
* @iCustomItemID the customized item ID
*/
native pubnite_customitem_rarity_by_id(iCustomItemID)
/** Return a customized item life by it's ID
* @iCustomItemID the customized item ID
*/
native pubnite_get_customitem_life(iCustomItemID)
/** Change the custom item life
* @iCustomItemID the customized item ID
* @iNewRarityValue the new customized rarity
*/
native pubnite_change_item_rarity(iCustomItemID, iNewRarityValue)
/** Change the custom item life
* @iCustomItemID the customized item ID
* @iNewLifeValue the new customized life
*/
native pubnite_change_item_life(iCustomItemID, iNewLifeValue)
/** Return a customized item position on the array
* @iCustomItemID the customized item ID
*/
native pubnite_find_customitem_which(iCustomItemID)
/** Creates a determined item
* @iCustomItemID the customized item ID
* @iCustomItemLife the customized item life
* @iId the id to get the origin
*/
native pubnite_create_customitem(iCustomItemID, iCustomItemLife, iId)
/** Creates a weapon with basic data
* @iWeaponID the weapon ID
* @iWeaponRarity the weapon rarity
* @iId the id to get the origin
* NOTE: If iId is a player and he's dead, the mode will set random velocity automatically
* as example: death.
*/
native pubnite_create_weapon(iWeaponID, iWeaponRarity, iId)
/** Knocks a player
* @iVictim the victim id
* @iAttacker the attacker id
*/
native pubnite_force_knockout(iVictim, Attacker)
/** Checks if the id passed is able to be knocked out
* @id the victim id
*/
native pubnite_able_to_knockout(id)
/** Set/took parachute of a player
* @id the player id
* @bSetParachute set/took parachute ability
* @bDeployParachute Open/close user parachute
*/
native pubnite_set_user_parachute(id, bool:bSetParachute, bool:bDeployParachute = false)
/** Checks if the id passed is currently using the parachute
* @id the player id
*/
native pubnite_get_user_parachute(id)
/** Checks if the round has ended
*/
native pubnite_has_round_ended()
/** Remove all teams ID inside the array
*/
native pubnite_reset_team_array()
/** Gets player's VBucks
* @id player's id
*/
native pubnite_get_user_vbucks(id)
/** Sets VBucks to the player
* @id player's id
* @iVBucksValue vbuck value
*/
native pubnite_set_user_vbucks(id, iVBucksValue)
/** Remove all players' wins value
*/
native pubnite_reset_wins()
/** Remove all players' vbucks value
*/
native pubnite_reset_vbucks()
/** Returns if the weapon id passed is registered on the MOD
* @iWeaponID the weaponid to check
*/
native pubnite_is_weapon_registered(iWeaponID)